Spells A - E
Spells F - J
Spells K - P
Spells Q - Z

Q



Quest

Exception: can only be cast once per day
Duration: 12 hours
Range: touch
Counter Spell: remove quest
Description: This spell causes the target to be compelled to carry out a quest for the caster. When cast, the mage instructs the target as to the task they must fulfill. Each hour that the task goes unfinished, the target loses two BP. These lost BP cannot be regained by any means until the completion of the quest or the end of the spell duration.

Death does not release the target from the quest spell. Resurrected characters are still subject to their quest until its completion or the end of the spell duration. A character that becomes an animated corpse or undead is still compelled to complete the quest.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 8, Divine 6, Elemental N/A, Herbalism N/A, True 8, Restorative N/A, Summoner N/A.


R



Recollection

Duration: one hour
Range: touch
Counter Spell: dispel magik
Description: This spell allows the caster to install one specific false memory into the mind of the target. Once in place, the false memory will be integrated into the other memories of the target. The false memory must be described in a single verb sentence. For example: “A horrible dragon chased you out of this cave,” would succeeded. “A horrible dragon took your magik sword then chased you out of this cave,” would fail.

If the caster attempts to place a recollection of an act that is against the nature of the target or of something completely impossible, the spell fails.

Recollection does not counter forget .

PP Costs: Alchemy N/A, Death 3, Divine 3, Elemental 3, Herbalism N/A, True 3, Restorative 3, Summoner N/A.



Reflect

Duration: ten minutes
Range: touch
Special: only two castings of this spell can be active on a character at one time
Description: This spell causes the next spell cast on the target to reflect back at its caster. Spells that are delivered by a spell ball can be reflected to a target other than the original caster. This is accomplished when the target picks up the spell ball and throws it at another target. This must be done immediately or the spell ball dissipates.

This spell cannot be used as a response to an attack, it must be pre-cast.

PP Costs: Alchemy N/A, Death 4, Divine 4, Elemental 4, Herbalism N/A, True 4, Restorative 4, Summoner N/A.



Release

Duration: instant
Range: touch
Description: This spell allows the caster to magikally release any non-magikal bonds that hold a person or item (such as manacles, ropes, chains, etc.). A caster can release themselves only if they have the ability to properly cast this spell with the correct spell component (e.g. if the mage’s hands are bound and release requires a gestural component, it could not be cast).

PP Costs: Alchemy N/A, Death 2, Divine 2, Elemental 2, Herbalism N/A, True 2, Restorative 2, Summoner N/A.



Remove Curse

Duration: instant
Range: touch
Description: This spell counters a curse spell. It does not restore any damage lost during the effects of the spell.

This spell will also allow a character to separate from (i.e. put down) a cursed item.

To remove a curse from an item (i.e. make it normal), this spell must be cast on the cursed item twice.

PP Costs: Alchemy N/A, Death N/A, Divine 4, Elemental N/A, Herbalism N/A, True 5, Restorative N/A, Summoner N/A.



Remove Quest

Duration: instant
Range: touch
Description: This spell counters a quest spell, but does not restore any BP lost while under the effects of quest.

PP Costs: Alchemy N/A, Death 5, Divine 4, Elemental N/A, Herbalism N/A, True 5, Restorative N/A, Summoner N/A.



Repair Armor/Shield

Duration: instant
Range: touch
Description: This spell restores one AP to armor of any type, or repairs a shield that has been magikally or physically broken. To repair fully damaged armor with 2 AP, this spell must be cast twice. To repair fully damaged armor with 3 AP, repair armor must be cast three times.

This spell fixes a normal shield or armor to its original quality.

PP Costs: Alchemy N/A, Death 3, Divine 2, Elemental 2, Herbalism N/A, True 2, Restorative 2, Summoner N/A.




Repair Weapon

Duration: instant
Range: touch
Description: This spell fixes one normal weapon to its original quality.

PP Costs: Alchemy N/A, Death 4, Divine 2, Elemental 2, Herbalism N/A, True 3, Restorative 3, Summoner N/A.



Repel Lesser Undead

Duration: one minute
Range: 10’ radius
Counter Spell: dispel magik
Description: This spell prevents lesser (unintelligent) undead from entering a 10’ radius circle around the caster.

PP Costs: Alchemy N/A, Death N/A, Divine 1, Elemental 2, Herbalism N/A, True 4, Restorative N/A, Summoner N/A.



Repel Greater Undead

Duration: special
Range: 10’ radius
Required Verbal Component: “faith specific speech”
Counter Spell: dispel magik
Description: This spell prevents greater undead from entering a 10’ radius circle around the caster. The caster must hold their arms outstretched and continue to speak faith specific statements against the greater undead (i.e. “By the blood of Vorak, I cast you out. You are not worthy to bleed in his name…”) As soon as the caster stops saying the speech, the spell dissipates. The caster cannot engage in combat or cast any other spells while repel greater undead is active.

PP Costs: Alchemy N/A, Death N/A, Divine 10, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Repulse

Duration: special
Range: 10’
Required Verbal Component: “Repulse!”
Counter Spell: dispel magik
Description: This spell creates a 10’ radius barrier around the caster that no character can pass through. Anyone closer than 10’ at the time of casting is pushed away from the mage. Projectiles and magik can pass through the barrier.

The caster must hold arms outstretched and continue to repeat the word “repulse”. As soon as the caster stops saying the word “repulse”, the spell dissipates. The caster cannot engage in combat or cast any other spells while repulse is active.

PP Costs: Alchemy N/A, Death 2, Divine 1, Elemental 3, Herbalism N/A, True 3, Restorative 3, Summoner N/A.



Restore Limb

Duration: instant
Range: touch
Description: This spell counters age limb and any physical maiming or amputation, restoring the target’s limb. No BP are gained by casting this spell.

PP Costs: Alchemy N/A, Death N/A, Divine 3, Elemental N/A, Herbalism N/A, True N/A, Restorative 1, Summoner N/A.



Resurrect

Duration: instant
Range: touch
Special: each time resurrect is cast the caster loses two BP (until recovered).
Description: This spell allows the caster to bring a dead character back to life. Normally, this spell must be cast within 30 minutes of the target’s death. After 30 minutes, the target character is too far-gone to be revived. This spell must be uninterrupted to be successful. After a resurrection, the target is confused and extremely weak, and must rest for another 30 minutes.

If a character is animated 30 minutes (60 minutes if they were assassinated first) or more after their death, and subsequently has resurrect cast upon them, they will suffer the effects of the spell dragon’s breath.

A character can only be resurrected once per Campaign event.

PP Costs: Alchemy N/A, Death N/A, Divine 6, Elemental N/A, Herbalism N/A, True N/A, Restorative 4, Summoner N/A.



Root

Duration: one minute
Range: 10’
Counter Spell: dispel magik
Description: The target’s right foot is pinned to the ground, unless the foot is amputated. The target still has all other movement and can pivot (basketball-style) on the stuck, right foot.

PP Costs: Alchemy N/A, Death 2, Divine 2, Elemental 1, Herbalism N/A, True 2, Restorative 2, Summoner N/A.


S



Share

Duration: instant
Range: touch
Description: This spell allows mages of the same category to share CP. The caster must spend one CP to cast share, and then a second CP, or a BP, which is “given” to the target mage. Only CP can be “given”, even if BP are spent. More than one CP can be immediately “given” if the caster has CP or BP to spare. The target cannot gain more than their normal maximum number of CP. A caster cannot share if they do not have at least two CP, or one CP and one BP.

PP Costs: Alchemy N/A, Death N/A, Divine 1, Elemental 2, Herbalism N/A, True 2, Restorative 2, Summoner N/A.



Shield

Duration: ten minutes
Range: touch
Counter Spell: dispel magik
Special: only two castings of this spell can be active on a character at one time.
Description: The target of this spell is protected from the next, non-magikal attack for the duration of the spell (i.e. the first sword swing, the first arrow strike, etc.). Once the target is hit by a physical attack or the spell’s duration expires, the shield dissipates and the target is vulnerable again.

PP Costs: Alchemy N/A, Death 2, Divine 2, Elemental 2, Herbalism N/A, True 2, Restorative 2, Summoner N/A.



Shield of Deity

Duration: twenty seconds
Range: touch
Counter Spell: dispel magik
Description: This spell puts the protection of a deity upon the target, allowing them to suffer no damage for the duration of the spell. All other actions may take place regarding the target (talking to, fleeing from, following, etc.).

While under the spell effects, the target is free to attack others. They are responsible for counting aloud the duration of the spell from twenty down to zero.

PP Costs: Alchemy N/A, Death N/A, Divine 5, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Shift

Duration: one minute
Range: touch
Marker: blue cloth, approximately 18” square
Description: This spell renders one target invisible, intangible, and untraceable. The target simply disappears and will reappear in the same spot one minute later, feeling no passage of time during the shift. The marker must be held above the target’s head for the duration of the spell. The duration cannot be shortened by any means.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 6, Divine 5, Elemental 5, Herbalism N/A, True 4, Restorative N/A, Summoner N/A.



Silence

Duration: 5 minutes
Range: touch
Marker: orange cloth, approximately 18” square
Counter Spell: dispel magik
Description: The target cannot speak nor utter any sound whatsoever. This includes playing instruments. No sound will emanate from that person’s immediate area. The spell marker must be held by the target above their head for the duration of the spell. The marker may also be draped over an object to make it silent.

The target cannot cast spells with verbal components while under this spell.

PP Costs: Alchemy N/A, Death 6, Divine 5, Elemental 6, Herbalism N/A, True 6, Restorative 6, Summoner N/A.



Sleep

Duration: 5 minutes
Range: touch or potion/powder dose
Counter Spell: awaken
Description: This spell causes the target to fall into a deep sleep. Shouting at and shaking the target will cause him to awaken, after 20 seconds of trying. If the target is attacked they will awaken immediately.

Dispel magik has no effect.

PP Costs: Alchemy 5, Death N/A, Divine 3, Elemental 2, Herbalism 4, True 4, Restorative 3, Summoner N/A.



Speak with Dead/Undead

Duration: 5 minutes
Range: 10’
Counter Spell: dispel magik
Description: This spell allows the caster to speak with a dead character or an undead creature. The dead/undead are not obligated to talk, nor must they answer truthfully.

PP Costs: Alchemy N/A, Death 1, Divine 1, Elemental 5, Herbalism N/A, True 5, Restorative 1, Summoner N/A.



Speak with Monsters

Duration: 5 minutes
Range: 10’
Counter Spell: dispel magik
Description: This spell allows the caster to speak with all monsters within range. The monsters are not obligated to talk, nor must they answer truthfully.

PP Costs: Alchemy N/A, Death 1, Divine 1, Elemental 1, Herbalism N/A, True 1, Restorative 1, Summoner N/A.



Suborn

DRAFT VERSION - SUBJECT TO CHANGE
Duration: permanent or creature destroyed
Range: touch
Counter Spell: remove quest, suborn
Description: This spell allows a caster to reassign the control of a summoned creature. The caster must state the new master of the suborned creature when casting the spell (see govern).

Govern has no effect on a creature that has been suborned.

Depending on the type of creature, charm, control greater undead, control lesser undead, or tame will still affect suborned creatures, however, suborn takes precedent over these spells and the creature's nature is predetermined by the Summoner's will.

Remove quest causes the summoned creature to cease to be suborned.


PP Costs: Alchemy N/A, Death 1, Divine 1, Elemental 1, Herbalism N/A, True 1, Restorative 1, Summoner 6.



Summon Greater Creature

DRAFT VERSION - SUBJECT TO CHANGE
Duration: Permanent until destroyed or dismissed by caster
Range: Maximum 10’ from greater summoning circle
Exception: Summoners begin with the ability to summon and/or control 1 greater summoned creature at any one time. By spending XP the Summoner can increase the number of greater summoned creatures they can control.
Special Component: Spell requires a Player (or Players) to play the role of the greater summoned creature, as well as the costume appropriate to the summoned creature. All summoned creatures must wear a purple belt or sash at least 2" wide. The purple belt must be worn around the torso in some fashion and must be visible.
Description: The caster must select the type of creature he/she wishes to summon. Each type of creature is selected and purchased separately (similar to magik bolt). Each greater summoned creature purchased by the Summoner must be approved by the GameMaster(s).

Greater summoned creatures include greater monsters (henchman type), Death Knights, Greater Fey or Demons, Humans with special skills or Player Characters who have had Purchase Points expended on them.

Summoned creatures will exist until they are reduced to zero Body Points, at which point they will disintegrate and no killing blow is needed.

A void magik area will not banish summoned creatures. The creatures will be "on hold" until the void magik area ends. They then resume as if the time in the void did not happen.

PP Costs: Alchemy N/A, Death 1, Divine 1, Elemental 1, Herbalism N/A, True 1, Restorative 1, Summoner 5.



Summon Lesser Creature

DRAFT VERSION - SUBJECT TO CHANGE
Duration: Permanent until destroyed or dismissed by caster
Range: Maximum 10’ from lesser summoning circle
Exception: The summoned creatures are magikally created and controlled. They are similar in nature to magikal items; therefore, a Summoner may only have a total of 7 summoned creatures at any time. If the Summoner has a magikal object, the number of summoned creatures he/she can possess is reduced until the sum of the magikal items and summoned creatures equals 7.
Special Component: Spell requires a Player (or Players) to play the role of the lesser summoned creature, as well as the costume appropriate to the summoned creature. All summoned creatures must wear a purple belt or sash at least 2" wide. The purple belt must be worn around the torso in some fashion and must be visible.
Description: The caster must select the type of creature he/she wishes to summon. Each type of creature is selected and purchased separately (similar to magik bolt). Each lesser summoned creature purchased by the Summoner must be approved by the GameMaster(s).

Lesser summoned creatures include basic monsters such as Orcs, Goblins, Hobgoblins, Trolls and so on; lesser Fey or Demons, lesser Undead, Humans or Player Characters with no Purchase Points expended on them (including novice Mages, Fighters and Thieves).

Lesser Template
BP
Intelligence (Role-play only)
Classes (Pick 1)
Skills
Magik
Racial Abilities
Monster
5
Low
Fighter, Thief, F/T
Weapon, Shield, Armor
None
None
Human
4
Mid
F, M, T, F/M, F/T, M/T
1 skill if non-Mage class
If Mage class
None
Demi-human
3
Mid
F, M, T, F/M, F/T, M/T
1 skill if non-Mage class
If Mage class
As per race (Elf, Dwarf, etc.)

Summoned creatures will exist until they are reduced to zero Body Points, at which point they will disintegrate and no killing blow is needed.

A void magik area will not banish summoned creatures. The creatures will be "on hold" until the void magik area ends. They then resume as if the time in the void did not happen.

PP Costs: Alchemy N/A, Death 1, Divine 1, Elemental 1, Herbalism N/A, True 1, Restorative 1, Summoner 1.




Suppress Aura

Duration: 30 minutes
Range: touch
Counter Spell: dispel magik
Description: This spell suppresses the target’s magikal aura and hides both the natural glow that all mages radiate when they are seen with detect magik, as well as the evil aura that death mages radiate when seen with detect evil aura. Suppress aura is a fragile illusion. Any spell cast by the target (even if from a scroll, enchanted object, or potion) will dissipate the suppression.

Suppress aura is detectable as an enchantment. If detect magik is cast upon a target under a suppress aura spell, they will appear as a non-spell caster under the effects of a spell. A character under the effects of true sight who then casts detect magik or detect evil aura will see through this illusion. This spell cannot be a counter to detect magik or detect evil aura; it must be pre-cast.

The target of this spell must be a person, it will not function to disguise the magikal aura of an object.

PP Costs: Alchemy 3, Death 3, Divine N/A, Elemental N/A, Herbalism N/A, True 3, Restorative 3, Summoner N/A.



Sygil

Exception: special (see below)
Duration: one hour or until a spell is cast through the sygil.
Range: touch (the range of the secondary spell is line of sight, range of hearing, or through an OOG note)
Marker: drawn or worn symbol, OOG information card describing sygil, and the caster’s name
Counter Spell: erase sygil
Special: casting time of 30 seconds, target must be immobile
Description: This spell allows one touch or ranged spell to be cast on the target, regardless of how far apart the caster and target may be. Once the sygil is cast on the target, the caster can send another spell through the sygil, affecting the target as if the caster was present.

To be cast, the spell caster must know the target’s birth (or true) name and must incorporate that name into the casting of the spell. Once cast the target is marked by the caster with a visible symbol or rune specific to the caster, which appears magikally on the target’s body (not their costume or items). The caster must provide the target of the sygil with a rune marker (or, if permitted by the target, the caster can draw the rune marker on them).

For game play purposes, the target has to be made aware of when the caster sends the secondary spell. To cast the secondary spell, the caster must invoke the target’s birth name, then cast the second spell as normal. It will affect the target only, not others near the target. If the target is within a ward (and the caster of the sygil is not also in the same ward) the secondary spell will not take affect and the sygil will not be used up. This spell will be ineffective if the target is within a void magik area. Protective magiks (reflect, magik shield, etc.) do not protect the target against spells cast through the sygil. If the sygil is made permanent, the caster may cast as many spells as desired through to the target.

Detect magik makes the sygil marker glow brightly, becoming apparent and readable to the caster of the detect magik spell. Comprehend magik will allow the caster to read the OOG spell description card and will reveal the true name of both the target bearing the sygil, and the mage who cast it. Dispel magik has no effect.

Below is a list of the spells that can be cast through a sygil: age limb , amour, animate dead, awaken, befuddle, blend, bless, blind, charm, command, covet, cure blindness, curse, dance, dispel magik, dragon’s breath, drain energy, drain life, empower, endure, exhaustion, fear, feign death, fester, first strike, flee, forget, freeze, fumble, heal, hold, hold monster, interrogate, invisibility, itch, laughter, lie, mage armor, magikal enhancement, magik shield, magik touch, nausea, pain, pass ward, petrify, poison, purify blood, quest, reflect, remove curse, remove quest, repel lesser undead, repulse, restore limb, root, share, shield, shield of deity, silence, sleep, speak with dead/undead, speak with monsters, tame, tree, true sight, truth, and unpetrify.

Sygils are considered magikal items, and are therefore counted towards the maximum number of magikal items a character can possess (i.e. targets of sygil must have no more than seven sygils and magikal items at one time), regardless of how many casters placed the sygils.

PP Costs: Alchemy N/A, Death 10, Divine 14, Elemental 14, Herbalism N/A, True 14, Restorative 12, Summoner N/A.


T



Tame

Duration: 5 minutes
Range: touch or potion/powder dose
Counter Spell: dispel magik
Description: When cast upon a monster, beastman, or animal this spell will cause the target to act as the caster’s best friend. The target will remain at the caster’s side until the spell wears off or is broken. The target will follow well-phrased suggestions by the caster provided they understand the language used. The target is limited to its own intelligence and skill when carrying out instructions.

Any suggestions contrary to the target’s nature will not be followed (i.e. no suicide, etc.). If the caster attacks the target, the spell is broken.

PP Costs: Alchemy 5, Death 3, Divine 4, Elemental 2, Herbalism N/A, True 4, Restorative 4, Summoner N/A.



Teleport

Duration: 10 seconds
Range: caster only
Marker: blue cloth, approximately 18” square
Description: Once cast, teleport lasts a maximum of 10 seconds. The caster can move three feet in one second, or as far as they can run in 10 seconds (or anywhere in-between) before ending the spell. The spell marker must be held over the caster’s head for the duration of the spell.

While teleporting, the caster is invisible, intangible, and untraceable. No spells may be cast by, or against the caster while teleporting.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 5, Divine 4, Elemental 4, Herbalism N/A, True 3, Restorative N/A, Summoner N/A.



Tree

Duration: 5 minutes
Range: 10’
Counter Spell: dispel magik
Description: This spell transforms the target into a tree. The type of tree is up to the caster. The tree cannot move or attack, but is impervious to harm.

PP Costs: Alchemy N/A, Death N/A, Divine 5, Elemental 2, Herbalism N/A, True 5, Restorative N/A, Summoner N/A.



Tremor

Duration: 30 seconds
Range: 10’ radius
Description: The caster must touch the ground (creating the epicenter for the tremor) and announce the spell loudly. All characters (except the caster) within range are thrown to the ground from an earthquake and are unable to stand for the duration of the spell. No damage is caused. The caster need not remain at the tremor epicenter, however the caster is responsible for telling the target(s) when the duration is ended.

The spell radiates from the spot the caster first touches, and cannot be moved.

PP Costs: Alchemy N/A, Death 2, Divine 2, Elemental 1, Herbalism N/A, True 2, Restorative N/A, Summoner N/A.



Trigger

Exception: can only be cast twice per day
Duration: 24 hours
Range: touch
Counter Spell: dispel magik
Description: This spell is first cast upon a living subject, then another spell is immediately cast upon the same target. This second spell will take effect only after a specific time or event occurs. The caster will specify a time or event that will trigger the second spell. This “trigger event” should be easily recognizable without a timepiece (such as “at sunset” or “when you shake hands with the duke”). Once the “trigger event” occurs, the second spell takes effect as if it had just been cast upon the target.

A target may only have one trigger spell cast upon them at any one time. If a subsequent trigger is cast, the new spell and “trigger event” takes the place of the first. If dispel magik is cast, the spell trigger will be negated, causing the second spell to take effect immediately.

PP Costs: Alchemy N/A, Death 7, Divine 7, Elemental 8, Herbalism N/A, True 7, Restorative 8, Summoner N/A.



True Sight

Duration: 5 minutes
Range: line of sight
Counter Spell: dispel magik
Description: With this spell the target is able to see creatures that are magikally veiled from normal view (i.e. polymorphed, illusory, invisible, blended, etc.). Anything masked by a magikal effect will appear as it did before the masking effect took hold.

PP Costs: Alchemy 5, Death 3, Divine 2, Elemental 3, Herbalism N/A, True 3, Restorative 3, Summoner 3.



Truth

Duration: special
Range: touch or potion/powder dose
Description: Once cast, the target must answer the next question posed to them by the caster as truthfully as they can. The question, therefore, should be phrased carefully.

PP Costs: Alchemy 4, Death N/A, Divine 1, Elemental 2, Herbalism 3, True 1, Restorative 2, Summoner N/A.


U



Unpetrify

Duration: instant
Range: touch
Description: This spell counters the petrify spell. Any poisons or magiks upon the target at the beginning of petrify will resume their durations when the target is revitalized with this spell.

PP Costs: Alchemy N/A, Death N/A, Divine 4, Elemental 2, Herbalism N/A, True 3, Restorative 3, Summoner N/A.


V



Void Magik

Duration: 5 minutes
Range: 30’ radius, maximum
Marker: roll of string, marking ribbon, etc., and a strip of red cloth
Description: This spell creates an area devoid of magik. After the spell is cast, the caster must visibly attach a strip of red cloth to the boundary marker to indicate that the spell is active. Once cast, the area dampens any magik that comes inside it. No spells may be cast into or within the boundaries of the area marker. Enchantments on magikal armor, items, and weapons will not function within a void magik area. Any prior spell effects on a character or item within a void magik area cease and are “on hold” until the person or item leaves the area or the void magik expires, then the effects resume their duration.

Herbalist potions/powders and their effects still function within a Void Magik Area.

This spell affects only an area; a moveable item cannot be the target of this spell. The target area cannot be moved.

PP Costs: Alchemy N/A, Death 8, Divine 7, Elemental 9, Herbalism N/A, True 8, Restorative N/A, Summoner N/A.


W



Ward

Duration: permanent
Range: limited only by length of the boundary marker
Marker: roll of string, marking ribbon, etc., and a strip of red cloth
Counter Spell: dispel ward, pass ward
Description: The caster must place the boundary marker in a closed shape (not necessarily circular) around any area that the caster wishes to protect. The marker must have the word “ward” written on it in some way (in several places) so that it can be seen.

This spell creates an impassable barrier. No weapons, people, or spells can cross the barrier. Only the caster of the ward (and any items he wears or carries) may pass through. Other living creatures cannot be carried through the ward. The ward cannot be moved by any means. If a character is partially across the ward boundary marker when the spell becomes active, they decide on which side to remain.

After the spell is cast, the caster must visibly attach a strip of red cloth to the boundary marker to indicate that the spell is active. The caster may willingly release the ward without using dispel ward. Once released by the caster the ward dissipates and must be recast.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 5, Divine 5, Elemental 4, Herbalism N/A, True 5, Restorative 6, Summoner 5.



Ward Item

Duration: permanent
Range: size of item
Marker: roll of string, marking ribbon, etc., and a strip of red cloth
Counter Spell: dispel ward, pass ward
Description:The caster must place the marker in a closed shape around the target item. The marker must have the word “ward item” written on it in some way (in several places) so that it can be seen. After the spell is cast, the caster must visibly attach a strip of red cloth to the boundary marker to indicate that the spell is active.

This spell creates an impassable barrier around the target item. If the item is small, it can be transported (ward and all) but it cannot be manipulated inside the barrier by anyone other than the caster. Magikal items within a ward item will function as if they are normal items (without magikal properties).

The caster may dispel ward item at any time without using dispel ward. The caster can remove the item from the ward, which also dissipates the spell.

Since the spell is being cast around an item, no character or living being can be contained within the spell’s ward effect. This spell cannot be cast upon worn items (e.g. armor, clothing, etc.).

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 8, Divine 8, Elemental 6, Herbalism N/A, True 8, Restorative 10, Summoner N/A.



Web

Duration: 5 minutes
Range: special
Marker: can of spray string, net, fake cobweb, etc.
Description: The spell marker must come into contact with the target, who is then magikally fastened to the nearest immovable object (e.g. tree, ground, big rock, inn, etc.). If the target uses an object to deflect the spell (i.e. a shield) that object is then affected by the spell, and will be held stuck.

Any bladed weapon that comes into contact with the magik web will break it away.
Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 4, Divine N/A, Elemental 3, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.